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https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-18 05:33:54 +01:00
Fixed script hack(), should be working now. Changed some numbers to rebalance. Implemented script RAM usage. If a script uses too much ram it will not run (untested)
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README.md
13
README.md
@ -3,14 +3,15 @@ Netburner Idle Game
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TESTING TODO:
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hack() and sleep() in a script
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Hack() not finished, need a safeguard to allow script to only hack servers that the player
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has admin access to
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hack() seems to be working
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Sleep() seems to be working
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Creating the foreign server network doesn't seem to be working
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Creating the foreign server network doesn't seem to be (Fixed it I think? Confirm later)
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Script RAM Usage and corresponding terminal commands
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If a server has no more money available it cannot be hacked anymore
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Should work automatically...because your money gained percentage will be multiplied by 0
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Tasks TODO:
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If a server has no more money available it cannot be hacked anymore
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Script RAM Usage and corresponding terminal commands
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Script offline progress
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When the game is loaded re-load all of the scripts in runningScripts
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If a script has bad syntax...it fucks everything up when you try to run it so fix that
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@ -19,3 +20,5 @@ Tasks TODO:
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Script logging functionality? Logs to internal "log file" (property of script itself)
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Update skill level on cycle
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Parse script firs tot see if there are any syntax errors, and tell user if there are (when user calls "run")
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Tutorial and help
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Server growth
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@ -188,10 +188,12 @@ function evaluate(exp, workerScript) {
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var ipPromise = evaluate(exp.args[0], workerScript);
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ipPromise.then(function(ip) {
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console.log("Evaluated the ip, calculating hackingTime");
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//Calculate the hacking time
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var server = AllServers[ip];
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var hackingTime = scriptCalculateHackingTime(server); //This is in seconds
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console.log("Calculated hackingTime");
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//TODO Add a safeguard to prevent a script from hacking a Server that the player
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//cannot hack
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if (server.hasAdminRights == false) {
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@ -201,6 +203,7 @@ function evaluate(exp, workerScript) {
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}
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var p = new Promise(function(resolve, reject) {
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if (env.stopFlag) {console.log("rejected"); reject(workerScript);}
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console.log("Hacking " + server.hostname + " after " + hackingTime.toString() + " seconds.");
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setTimeout(function() {
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var hackChance = scriptCalculateHackingChance(server);
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@ -211,6 +214,9 @@ function evaluate(exp, workerScript) {
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var moneyGained = scriptCalculatePercentMoneyHacked(server);
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moneyGained = Math.floor(server.moneyAvailable * moneyGained);
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//Safety check
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if (moneyGained <= 0) {moneyGained = 0;}
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server.moneyAvailable -= moneyGained;
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Player.money += moneyGained;
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@ -228,14 +234,14 @@ function evaluate(exp, workerScript) {
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p.then(function(res) {
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resolve("hackExecuted");
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}, function() {
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}, function(reason) {
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console.log("rejected. reason: " + reason);
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reject(workerScript);
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});
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}, function() {
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reject(workerScript)
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reject(workerScript);
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});
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} else if (exp.func.value == "sleep") {
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console.log("Execute sleep()");
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if (exp.args.length != 1) {
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@ -491,6 +497,7 @@ function scriptCalculateHackingTime(server) {
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var difficultyMult = server.requiredHackingSkill * server.hackDifficulty;
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var skillFactor = difficultyMult / Player.hacking_skill;
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var hackingTime = skillFactor * Player.hacking_speed_multiplier; //This is in seconds
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return hackingTime;
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}
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//The same as Player's calculateExpGain() function but takes in the server as an argument
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@ -32,13 +32,14 @@ function runScriptsLoop() {
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workerScripts[i].running = true;
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var p = evaluate(ast, workerScripts[i]);
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var foo = workerScripts[i];
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//Once the code finishes (either resolved or rejected, doesnt matter), set its
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//running status to false
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p.then(function(w) {
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console.log("Stopping script " + w.name + " because it finished running naturally");
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w.running = false;
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w.env.stopFlag = true;
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}, function(w) {
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console.log("Stopping script" + w.name + " because it was manually stopped (rejected)")
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w.running = false;
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w.env.stopFlag = true;
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});
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@ -80,4 +81,24 @@ function killWorkerScript(scriptName, serverIp) {
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}
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}
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//Queues a script to be run
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function addWorkerScript(script, server) {
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var filename = script.filename;
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//Add script onto server's runningScripts
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server.runningScripts.push(filename);
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//Update server's ram usage
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server.ramUsed += script.ramUsage;
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//Create and add workerScripts
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var s = new WorkerScript();
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s.name = filename;
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s.code = script.code;
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s.serverIp = server.ip;
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workerScripts.push(s);
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console.log("Pushed script onto workerScripts");
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}
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runScriptsLoop();
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@ -16,7 +16,7 @@ function PlayerObject() {
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this.hacking_chance_multiplier = 2; //Increase through ascensions/augmentations
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//this.hacking_speed_multiplier = 5; //Decrease through ascensions/augmentations
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this.hacking_speed_multiplier = 1; //Make it faster for debugging
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this.hacking_money_multiplier = .01; //Increase through ascensions/augmentations. Can't go above 1
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this.hacking_money_multiplier = .001; //Increase through ascensions/augmentations. Can't go above 1
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//Note: "Lifetime" refers to current ascension, "total" refers to the entire game history
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//Accumulative stats and skills
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@ -148,7 +148,7 @@ PlayerObject.prototype.calculateExpGain = function() {
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PlayerObject.prototype.hack = function() {
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this.actionTime = this.calculateHackingTime();
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console.log("Hacking time: " + this.actionTime);
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//Set the startHack flag so the engine starts the hacking process
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//Set the startAction flag so the engine starts the hacking process
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this.startAction = true;
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}
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PlayerObject.prototype.analyze = function() {
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@ -5,6 +5,7 @@
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//Define commands in script editor (ctrl x to close, etc.)
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$(document).keydown(function(e) {
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if (Engine.currentPage == Engine.Page.ScriptEditor) {
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//Ctrl + x
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if (e.keyCode == 88 && e.ctrlKey) {
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var filename = document.getElementById("script-editor-filename").value;
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@ -97,9 +98,24 @@ Script.prototype.saveScript = function() {
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this.server = Player.currentServer;
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//TODO Calculate/update number of instructions, ram usage, execution time, etc.
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this.updateNumInstructions();
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this.updateRamUsage();
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}
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}
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//Calculates the number of instructions, which is just determined by number of semicolons)
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Script.prototype.updateNumInstructions = function() {
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var numSemicolons = this.code.split(";").length - 1;
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this.numInstructions = numSemicolons;
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}
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//Updates how much RAM the script uses when it is running.
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//Right now, it is determined solely by the number of instructions
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//Ideally, I would want it to be based on instructions (e.g. hack() costs a lot but others dont)
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Script.prototype.updateRamUsage = function() {
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this.ramUsage = this.numInstructions * .2;
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}
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Script.prototype.toJSON = function() {
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return Generic_toJSON("Script", this);
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}
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@ -109,3 +125,11 @@ Script.fromJSON = function(value) {
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}
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Reviver.constructors.Script = Script;
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//TODO
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//Called when the game is loaded. Loads all running scripts (from all servers)
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//into worker scripts so that they will start running
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function loadAllRunningScripts() {
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}
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@ -97,6 +97,9 @@ var Terminal = {
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var moneyGained = Player.calculatePercentMoneyHacked();
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moneyGained = Math.floor(Player.getCurrentServer().moneyAvailable * moneyGained);
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//Safety check
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if (moneyGained <= 0) {moneyGained = 0;}
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Player.getCurrentServer().moneyAvailable -= moneyGained;
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Player.money += moneyGained;
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@ -125,6 +128,7 @@ var Terminal = {
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//TODO Change the text to sound better
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post("Estimated chance to hack: " + Math.round(Player.calculateHackingChance() * 100) + "%");
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post("Estimated time to hack: " + Math.round(Player.calculateHackingTime()) + " seconds");
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post("Estimed total money available on server: $" + Player.getCurrentServer().moneyAvailable);
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post("Required number of open ports for PortHack: " +Player.getCurrentServer().numOpenPortsRequired);
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if (Player.getCurrentServer().sshPortOpen) {
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post("SSH port: Open")
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@ -481,33 +485,32 @@ var Terminal = {
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},
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runScript: function(scriptName) {
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var server = Player.getCurrentServer();
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//Check if this script is already running
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for (var i = 0; i < Player.getCurrentServer().runningScripts.length; i++) {
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if (Player.getCurrentServer().runningScripts[i] == scriptName) {
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for (var i = 0; i < server.runningScripts.length; i++) {
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if (server.runningScripts[i] == scriptName) {
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post("ERROR: This script is already running. Cannot run multiple instances");
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return;
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}
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}
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//Check if the script exists and if it does run it
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for (var i = 0; i < Player.getCurrentServer().scripts.length; i++) {
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if (Player.getCurrentServer().scripts[i].filename == scriptName) {
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if (Player.getCurrentServer().hasAdminRights == false) {
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for (var i = 0; i < server.scripts.length; i++) {
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if (server.scripts[i].filename == scriptName) {
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//Check for admin rights and that there is enough RAM availble to run
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var ramUsage = server.scripts[i].ramUsage;
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var ramAvailable = server.maxRam - server.ramUsed;
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if (server.hasAdminRights == false) {
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post("Need root access to run script");
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return;
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} else {
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var filename = Player.getCurrentServer().scripts[i].filename;
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//Add to current server's runningScripts
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Player.getCurrentServer().runningScripts.push(filename)
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//Create WorkerScript
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var s = new WorkerScript();
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s.name = filename;
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s.code = Player.getCurrentServer().scripts[i].code;
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s.serverIp = Player.getCurrentServer().ip;
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workerScripts.push(s);
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console.log("Pushed script onto workerScripts");
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} else if (ramUsage > ramAvailable){
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post("This machine does not have enough RAM to run this script. Script requires " + ramUsage + "GB of RAM");
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return;
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}else {
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//Able to run script
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var script = server.scripts[i];
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addWorkerScript(script, server);
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return;
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}
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}
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